Precon Upgrade Guide

Tricky Terrain Upgrade Guide

What to cut, what to add, and how to play the Simic lands precon from Modern Horizons 3, commanded by Omo, Queen of Vesuva.

Six Magic cards for the Tricky Terrain Commander precon: Rampant Frogantua, Evacuation and Fog Bank on the left, tagged to cut, and Exploration, Oracle of Mul Daya and Heroic Intervention on the right, tagged to add.
The sealed Tricky Terrain Commander deck box

Modern Horizons 3

Tricky Terrain

Difficulty3/5 · Moderate
Power3/5

Copying permanents off a lands-matter shell takes some sequencing. Out of the box, before any upgrades. How we rate precons

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Quick verdict

Tricky Terrain is a lands deck that rewards knowing what each land type does. Omo, Queen of Vesuva puts everything counters on lands, which makes a single land count as a Gate, a Desert, a Locus and an Urza's Tower all at once, and the deck is full of cards that care about those types. The card draw and landfall payoffs are solid. What holds it back is a large number of lands that enter tapped, few ways to play extra lands, and thin protection. The upgrades below speed up the mana and give the deck a few ways to answer the table.

Colors Simic (green-blue)
Commander Omo, Queen of Vesuva
Product Modern Horizons 3 Commander deck (2024)
Main plan Lands matter: give lands every land type with Omo, play extra lands, and turn land drops into cards and creatures

TurnZero HQ rates Tricky Terrain a 3 out of 5 on difficulty and a 3 out of 5 on power, as it comes in the box. That is our editorial read, not an official Wizards rating. The full hundred cards are on the Tricky Terrain decklist page, and every other precon we cover is on the precon directory.

How the precon plays

Omo, Queen of Vesuva is a three-mana 1/5. Whenever it enters or attacks, you put an everything counter on up to one target land and up to one target creature. A land with an everything counter is every land type, and a nonland creature with one is every creature type. That one counter turns on a surprising number of cards here: Urza's Tower taps for three once another land is also a Mine and a Power-Plant, Cloudpost counts it as a Locus, and Sage of the Maze counts it as a Gate.

Around that, the deck plays like a classic Simic landfall deck. Tatyova, Benthic Druid draws a card on each land drop, Dryad of the Ilysian Grove gives an extra land drop and makes your lands every basic type, Ramunap Excavator replays lands from the graveyard, and Avenger of Zendikar , Rampaging Baloths and Scute Swarm turn land drops into creatures.

The deck also hides a two-card combo. Thespian's Stage can become a copy of Dark Depths , and because the copy has no ice counters, it is sacrificed right away and you get Marit Lage, a 20/20 flying indestructible token.

What works out of the box

What needs improvement

Far too many lands enter tapped. Some of them earn it, because a Gate, Desert or Cave is part of the theme, but Thornwood Falls , Temple of Mystery and Quandrix Campus have no land type the deck cares about. For a deck that wants to make multiple land drops a turn, tapped lands cost twice.

The deck has only a few ways to play an extra land, so the landfall payoffs often trigger once a turn. Interaction is light too: Arcane Denial , Beast Within and Pongify are the cheap answers, and nothing protects your board from a wipe.

Upgrade ideas

Each upgrade below starts from something the deck does poorly and says what a replacement card has to do. The cards named are examples, not the only answer: if you own something else that does the same job, or a newer printing does it better, it goes in the same slot. Make one change at a time and play a few games between them, so you can tell which change helped. The general method is in how to upgrade a Commander precon →

1. Replace tapped lands that have no type

A tapped Gate or Desert at least feeds a payoff. A tapped land with no type is only slow, and a lands deck feels each one.

What to look for Green-blue lands that usually enter untapped. A land with the Forest or Island type is a bonus, since check lands like the one below read those types.

Cut, for example

✕

Thornwood Falls Enters tapped, gains you 1 life, and has no land type for Omo's payoffs to use.

✕

Temple of Mystery Tapped with a scry 1. It does nothing the deck's other lands don't do better.

✕

Quandrix Campus Tapped, and its scry costs four mana. A slow land in a deck that wants to move quickly.

2. Play more lands each turn

Tatyova, Avenger of Zendikar, Rampaging Baloths and Scute Swarm all pay off per land. Extra land drops multiply every one of them.

What to look for Cheap cards that let you play additional lands or put lands onto the battlefield outside your normal drop.

3. Protect the board and stop key spells

The deck invests a lot of mana in lands and big creatures, and it has little to stop a board wipe or a combo from an opponent. A few cheap answers make its long game safer.

What to look for Counterspells and protection costing two or three mana, plus removal that leaves you with a card.

Cut, for example

✕

Evacuation Five mana to return every creature to hand, yours included. It undoes your Plants and Beast tokens as well.

✕

Skullwinder Returns a card from your graveyard, but an opponent also gets one back. The deck already has Ramunap Excavator for recursion.

4. Swap weak utility lands for channel lands

Trenchpost and Glimmerpost are Loci for Cloudpost, but on their own they do very little. Lands that double as spells give the deck interaction without costing a spell slot.

What to look for Lands that enter untapped and can be discarded or sacrificed for an effect, so they are useful early as mana and late as a spell.

Cut, for example

✕

Trenchpost Taps for colorless and can mill a player. The mill does nothing for a lands deck, and Omo already makes other lands into Loci.

✕

Glimmerpost Gains a little life when it enters and taps for colorless. Its effect is small, and a colorless land strains a two-color deck.

Win conditions

The deck has several ways to close. Avenger of Zendikar and Rampaging Baloths turn a few land drops into a large army, Hydroid Krasis and Hydra Broodmaster scale with all the mana the lands make, and the Thespian's Stage and Dark Depths combo makes a 20/20 flier out of two lands. The upgrades above get more lands down each turn so the army comes together sooner.

Who should buy this precon

A good match for a player who likes ramp and enjoys learning the rules corners of lands. The everything counter interacts with many nonbasic land types, so you need to know what Locus, Gate, Desert and the Urza lands do, which puts the deck at moderate difficulty. Its power is middle of the road, and it rewards patience more than speed.

Checked against the printed decklist on October 10, 2026.

Track how the upgrades actually perform.

TurnZero HQ keeps a win rate per deck version, so you can change a few cards, play some games, and see the difference instead of guessing.

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